An investigation of user acceptance and flow experience using video-capture gaming technology for exercise

Hdl Handle:
http://hdl.handle.net/10149/220892
Title:
An investigation of user acceptance and flow experience using video-capture gaming technology for exercise
Book Title:
2011 International Conference on Virtual Rehabilitation
Authors:
Barry, G. (Gillian); van Schaik, P. (Paul); MacSween, A. (Alasdair); Dixon, J. (John); Martin, D. J. (Denis)
Editors:
Thalmann, D. (Daniel)
Affiliation:
Teesside University
Citation:
Barry, G., Schaik, P. van, MacSween, A., Dixon, J. & Martin, D. (2011) 'An investigation of user acceptance and flow experience using video-capture gaming technology for exercise', International Conference on Virtual Rehabilitation, ICVR 2011, Zurich, 27-29 June.
Publisher:
IEEE
Conference:
International Conference on Virtual Rehabilitation, Zurich, 27-29 June 2011.
Issue Date:
2011
URI:
http://hdl.handle.net/10149/220892
DOI:
10.1109/ICVR.2011.5971810
Additional Links:
http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5971810
Abstract:
The aims of this study were to investigate the user acceptance of exercise using the IREX™ Interactive Rehabilitation and Exercise system (a video-capture gaming environment) in comparison with exercise in a gym-based environment; and to compare users' flow experience - absorption in the activity - using the two exercise environments. A convenience sample of 18 healthy men and 20 healthy women, mean age 34 (1SD 12.8) years, with sedentary lifestyles were recruited from university staff and students. Participants were randomised into two groups - IREX™ (n = 19) or gym-based exercise (n=19). Both groups took part in three exercise sessions over two weeks. Apart from a greater Performance Expectancy with IREX, there were no significant differences in user acceptance and flow experience between the two environments. These results show IREX™ to be an acceptable alternative to gym-based exercise.
Type:
Meetings and Proceedings
Language:
en
Keywords:
exercise and VR; IREX; virtual reality; sedentary; gaming technology
ISBN:
9781612844749
Rights:
Author can archive post-print (ie final draft post-refereeing). For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 27/04/2012].
Citation Count:
0 [Scopus, 27/04/2012]

Full metadata record

DC FieldValue Language
dc.contributor.authorBarry, G. (Gillian)en_GB
dc.contributor.authorvan Schaik, P. (Paul)en_GB
dc.contributor.authorMacSween, A. (Alasdair)en_GB
dc.contributor.authorDixon, J. (John)en_GB
dc.contributor.authorMartin, D. J. (Denis)en_GB
dc.contributor.editorThalmann, D. (Daniel)en_GB
dc.date.accessioned2012-04-27T08:44:14Z-
dc.date.available2012-04-27T08:44:14Z-
dc.date.issued2011-
dc.identifier.citationInternational Conference on Virtual Rehabilitation, ICVR 2011; Article number 5971810en_GB
dc.identifier.isbn9781612844749-
dc.identifier.doi10.1109/ICVR.2011.5971810-
dc.identifier.urihttp://hdl.handle.net/10149/220892-
dc.description.abstractThe aims of this study were to investigate the user acceptance of exercise using the IREX™ Interactive Rehabilitation and Exercise system (a video-capture gaming environment) in comparison with exercise in a gym-based environment; and to compare users' flow experience - absorption in the activity - using the two exercise environments. A convenience sample of 18 healthy men and 20 healthy women, mean age 34 (1SD 12.8) years, with sedentary lifestyles were recruited from university staff and students. Participants were randomised into two groups - IREX™ (n = 19) or gym-based exercise (n=19). Both groups took part in three exercise sessions over two weeks. Apart from a greater Performance Expectancy with IREX, there were no significant differences in user acceptance and flow experience between the two environments. These results show IREX™ to be an acceptable alternative to gym-based exercise.en_GB
dc.language.isoenen
dc.publisherIEEEen_GB
dc.relation.urlhttp://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5971810en_GB
dc.rightsAuthor can archive post-print (ie final draft post-refereeing). For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 27/04/2012].en_GB
dc.subjectexercise and VRen_GB
dc.subjectIREXen_GB
dc.subjectvirtual realityen_GB
dc.subjectsedentaryen_GB
dc.subjectgaming technologyen_GB
dc.titleAn investigation of user acceptance and flow experience using video-capture gaming technology for exerciseen
dc.typeMeetings and Proceedingsen
dc.contributor.departmentTeesside Universityen_GB
dc.title.book2011 International Conference on Virtual Rehabilitationen_GB
dc.identifier.conferenceInternational Conference on Virtual Rehabilitation, Zurich, 27-29 June 2011.en_GB
ref.citationcount0 [Scopus, 27/04/2012]en_GB
or.citation.harvardBarry, G., Schaik, P. van, MacSween, A., Dixon, J. & Martin, D. (2011) 'An investigation of user acceptance and flow experience using video-capture gaming technology for exercise', International Conference on Virtual Rehabilitation, ICVR 2011, Zurich, 27-29 June.en_GB
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